Showing posts with label Dwarfs. Show all posts
Showing posts with label Dwarfs. Show all posts

Sunday, 11 October 2026

All army books updated to 3.1!

After several months of toiling, I'm glad to announce that all army books are now updated to 3.1! It took quite a lot longer than planned as I also went through each book and fixed a bunch of grammar issues and added rules clarifications. Like I mentioned in my previous post, these updates have only been announced on Discord, in case anyone thinks I have been absent for several months doing nothing.

While working on this update wave, there were also some issues that needed addressing regarding Impact Hits and Always Strikes First, which have been mostly fixed. Models without regular attacks (like Chariots) still have Impact Hits, whereas Monsters and similar now have their Impact Hits be represented by their regular attacks, often with Mighty Blow on the charge instead. This way, there's no weird inconsistencies why some models attacking their horns get Impact Hits, and some do not.

However, with the 3.2 version of the game (expected early next year) I plan on making it so that Stomp occur as Impact Hits when charging, representing the mass of these creatures without giving them extra hits. Likewise, long weapons like spears, pikes and lances will get the Always Strikes First special rule (without the re-rolls) instead of Initiative bonuses. So ASF in this case represents their physical reach, while Initiative represents reaction speed. 

As a result, you might find that a few things in the patch notes are not 100% correct when it comes to the pricing of some core units with options for spears, as some have spears as part of their base cost and free spears as an option, whereas other are paying for spears at a cheaper base cost. There are also a few instances where the patch notes mention things that are already in my working document for 3.2, but not in the 3.1 pdf. This will be fixed in 3.2, along with more bug fixes.

Rather than needing to wait several months for each book to be updated to 3.2 once the main rules are out, I'm planning on releasing everything at the same time. As a result, there likely won't be any other update posts until then, though I will be posting planned changes on the Discord server as usual.

Thanks for sticking with me folks, especially my Patreons whose support makes this whole thing worth it!


Albion 3.1:

  • Viridian Lords are Animated Constructs, cost 16 pts.
  • Fixed bug with Dural Durak's stats.
  • Morrigan has the Impact Hits (2D6) special rule.
  • Morrigan may never be the Army General.
  • Removed Agum.
  • New Special Character: King Brodd
  • New Special Character: Ma Maegran, Chooser of the Mighty 

 

Amazons 3.1:

  • Predator’s Feint: Whenever a unit with this rule chooses Flee as a charge reaction or to disengage from combat, it gains the Swiftstride special rule. 
  • Sun Gauntlets and Sunstaffs do not suffer long range penalties.
  • Sun Gauntlets have March & Shoot.
  • Sunstaffs do not have Quick Shot, are cheaper.
  • The unit carrying the Jaguar Standard gain the Cold-blooded and Mighty Blow (1) special rules. Costs 50 pts.
  • Serpent High Priestess has BS3.
  • Stegadons do not have Impact Hits, have A5, cost 215 pts.
  • Thunderous Charge: The Stegadon gains the Devastating Charge and Mighty Blow (1) special rule in any turn it charges.
  • Sharpened Horns: The Stegadon gains the Multiple Wounds (D3) special rule in any turn it charges.


Araby 3.1:

  • Tactical Withdrawal: Units with this special rules use the Swiftstride special rule when choosing Flee as a charge reaction.
  • Scrolls Of Ruqyah cost 35 pts.
  • Removed Mask of the Faith.
  • War Elephant is Emir only.
  • Removed Slavers special rule.
  • War Elephants do not cause Impact Hits, cost 100 pts.
  • Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D3 Strength 5 hits.
  • Mahout Expert: The War Elephant may re-roll failed Panic tests.
  • Spike Chain gives Impact Hits (D3).
  • Mirage: While the spell is in effect, the target must wheel and move directly towards the marker using the Random Movement (2D6) special rule. 
  • Jaffar has WS4, T3, A2. Costs 320 pts.
  • Fixed bug with Jaffar missing options for Genies.
  • Items stolen by Kassim do not add additional Victory Points.


Beastmen 3.1:

  • Unless your Army General has the same Mark of Chaos, any Core Unit with a Mark of Chaos counts as a Special Unit, Special Units counts as Rare Units, and Rare Units may not be included.
  • In addition, models with a different Mark of Chaos treat each other as Suspicious Allies. However, models with the Mark of Khorne and Slaanesh, or Tzeentch and Nurgle, treat each other as Desperate Allies, respectively. 
  • Characters without a Mark of Chaos may not join units that have one.
  • Ruiner of the Wrought has a range of 18", is an aura spell.
  • Pandemonium is a hex spell with a range of 24". Until the start of the caster’s next Magic phase, the target unit suffers -1 Leadership and cannot benefit from the Inspiring Presence or Hold Your Ground! abilities.
  • Crown of Horns: The character gains the Inspiring Presence (6) special rule. Costs 25 pts.
  • Beastlord/Wargor have WS7/6, cost 130/90.
  • Doombull/Gorebull have WS7/6, cost 250/190. 
  • Warhoof has WS6, costs 125 pts.
  • Fixed cost of equipment for Warhoofs and Halfhorns.
  • Razorgors do not cause Impact Hits, have Frenzy. Are Unit Size 3-9. Cost 39 pts.
  • Balewolves are Unit Size 1-3.
  • Ramhorns do not cause Impact Hits, costs 220 pts.
  • Storm Call: Bound Spell (Level 1, cast on 6+). Storm Call is a direct damage aura spell with a range of 6". 
  • Bray-Staff of Morghur and Stones of the Skull Cave are two separate magic items.
  • Taurox costs 330 pts.
  • Ghorros Warhoof costs 165 pts. 


Bretonnia 3.1:

  • Questing Vow does not ignore Initiative penalties from great weapons. Costs 5 pts for characters.
  • Crusader's Vow costs 5 pts, only applies to the model.
  • Swift as the Wind: A Pegasus with this upgrade gains the Swiftstride special rule.
  • Whenever a unit of Knights Errant charge, they have the Swiftstride special rule.
  • Knights Errant cost 19 pts.
  • Knights of the Realm cost 23 pts.
  • Questing Knights cost 23 pts.
  • You must take 1-2 Hunting Hounds per Squire in the unit if any are included.
  • Grail Knights cost 36 pts.


Chaos Dwarfs 3.1:

  • Inferno Glaive Of Hashut is S6, costs 20 pts.
  • Talisman Of Obsidian: However, the wearer may take no other magic items.
  • Gauntlets Of Punishment are cast on 6+.
  • Scroll Of Petrification costs 30 pts.
  • Daemonsmith Wizard upgrade costs 35 pts.
  • Overseers do not follow the rules for Leaders, cost 15 pts.
  • You must include one Overseer for every 20 Slaves in the unit.
  • Ogre great weapons cost 9 pts.
  • Steam Cannonade is Cumbersome. Has Multiple Shots (Artillery Dice + 2D6).
  • You may take not 2 Bolt Throwas as a single Special choice.
  • All models in a unit suffering casualties from a Dreadquake Mortar counts as moving through Dangerous Terrain tests and suffer -1 To Hit with missile weapons until the start of your next turn. Artillery weapons that do not use Ballistic Skill can only fire on a 4+ on a D6.
  • Bane maces have Parry (6+).
  • Razor Horns: The model gains the Mighty Blow (1) special rule in any turn it charges. Costs 10 pts.
  • Legbreaker no longer inflicts damage on models in base contact.
  • Flail and Crush: First test to see if the Giant falls over (see previously). If the Giant remains on its feet, select a target unit in base contact. That unit sustains 2D3 hits.
  • Ripping Blades: The Giant fights using the Random Attacks (2D6) special rule this round. 
  • Astragoth Ironhand has A3, costs 300 pts.
  • Mechanical Body: Astragoth may never March or Counter-Charge.
  • The Granite Guard cost 1 pt.
  • The Mask of the Executioner: At the start of your Magic phase, roll a D6 for each enemy unit within 6".

 

Daemons of Chaos:

  • Khorne's Wrath scatters D6".
  • Aura of Disruption: Any dispel attempt you make while this model is within dispel range receives one extra ‘free’ dispel dice.
  • Tzeentch Will: The Daemon may re-roll a single D6 once per player turn. This can be any roll To Hit, To Wound, armour save, invulnerable save, channelling, casting, dispelling, miscast, charging, pursuing, characteristic test or Leadership test. Costs 30 pts.
  • All friendly units deploying using the Summoned from Beyond special rule may choose to automatically arrive if they place the marker within 12" of the bearer of this item.
  • Eternal Shroud: Once per turn, the wearer can add or subtract 1 from any dice roll when channelling, casting, dispelling or rolling on the miscast table. Is an arcane item.
  • Bloodthirster does not have weapons or armour by default, costs 375 pts.


Dark Elves 3.1 out now!

  • Supreme Sorceress has WS6, I6, A2, costs 195 pts.
  • Disciple of Khaine has Magic Resistance (1), costs 105 pts.
  • Fixed bug with magic item allowance for Death Hags.
  • Fixed bug with incorrect weapon costs for previous Heroes.
  • Fixed bug with Blood Hags only being able to take 25 pts banners.
  • Blood Sigil causes damage on the roll of any double.
  • Touch of Death costs 15 pts.
  • Draich of Dark Power costs 25 pts.
  • Pendant of Khaeleth is no longer an invulnerable save.
  • Orb of Ghrond is a common item, moved to arcane.
  • Crystal Heart: The bearer of this item may choose to attempt to cast one spell twice per Magic phase. Cost 10 pts.
  • Standard Of Har Ganeth costs 40 pts.
  • Impale: A Dark Pegasus gains the Mighty Blow (1) special rule in any turn that it charges.
  • Corsairs are Skirmishers by default. 
  • Handbows cost 1 pt for corsairs.
  • Dark Riders cost 15 pts.
  • Doomfire Warlocks have A1, costs 25 pts.
  • Shadowstalkers are Khainites, not Loners.
  • Cauldron of Blood costs 165 pts. May only be taken as a mount by Hag Queens.
  • Dispel attempts made against spells that target Hellebron or her unit receive a +5 dispel bonus.
  • Queen of Khaine: Crone Hellebron has the Inspiring Presence (6) special rules affecting Khainite units.
  • Krethusa has WS5, I6, costs 300 pts.
  • Prophecy of Silence: Enemy units within 6" of the unit cannot benefit from the Inspiring Presence, Hold Your Ground or Command Group bonuses.


Dogs of War 3.1:

  • Wealthy can be taken once per full 1000 pts played.
  • Raider is Skirmishers and Fast Cavalry only.
  • Blademaster applies regardless of weapon used.
  • Fleetfooted gives Swiftstride.
  • Removed Dragon Blade (will be given to Prince Ulther in Regiments of Renown expansion).
  • Dragonsword is an oriental longsword. Costs 45 pts.
  • New Magic Item: Ironcurse Icon.
  • Swift as the Wind: A Pegasus with this upgrade gains the Swiftstride special rule.
  • Spears are free.
  • Fixed bug with Sellswords and Elves having normal bow options.
  • Halflings may take slings.
  • Fixed bug with Hobgoblins missing Fast Cavalry.
  • Scorpions have range 24/42”, not armour piercing.
  • You may take 1-2 Scorpions as a single Special choice.
  • Additional Crew cost 5 pts.
  • Each Maneater can choose a separate Quirk of Character.
  • Note that the Land Ship cannot pursue.
  • Enemies no longer need to re-roll successful Wards due to the Crest of Mydas.
  • Sphere of Alchemy does not use the template. If the attacks hits, it inflicts 2D6 Hits.
  • Battle Strategy: If Leonardo is included in your army, you may add +1 to the result when determining which side to deploy on.


Dwarfs 3.1:

  • Fixed bugs with incorrect headings.
  • Fixed bugs with Ward runes not getting discounted.
  • Fixed bug with Runesmith magic item allowance.
  • Oathstones and Wards of Grimnir gives MR(2).
  • Heavy Metal Ingot: This item allows the wielder to re-roll failed armour saves and invulnerable saves rolls of 1 in any turn they have not moved.  
  • Golden Sceptre Of Norgrim: The bearer and any unit they are with may re-roll 1's To Hit and To Wound in close combat. Costs 30 pts. 
  • Shots from a war machine with an engineering rune do not the Magical Attacks special rule.
  • Rune of Spellbreaking works like a Dispel scroll.
  • A model with the Master Rune of Passage, and any unit he joins gains the Strider special rule. Costs 20 pts.
  • Second Rune of Penetrating allows re-roll all To Wound rolls, costs 50 pts.
  • Rune of Impact costs 15 pts.
  • Rune of Sanctuary only offers MR(2) or MR(3) for 10/20 pts. 
  • A war machine with engraved with a Rune of Accuracy may re-roll 1's To Hit. Can be taken on Organ Guns.
  • Master Rune Of Bursting Flame: Grudge Thrower only. A war machine engraved with a Master Rune of Bursting Flame uses the large round template.
  • All shooting attacks from a war machine engraved with an Enchanted Rune have the Magical Attacks special rule.
  • Fixed bug with Thane having Ld10.
  • Rune of Haste & Urgency: The model and their unit gain +1 Movement and the Swiftstride special rule until the start of your next turn.
  • Dwarf Warriors have a unit size of 15-45.
  • Crossbows for Rangers cost 3 pts. 
  • Shields for Longbeards cost 1.5 pts.
  • Traditional army: If Alrik is in your army, then Thunderers counts as Special Units, Firethrowers and Gyrocopters counts as Rare Units, and Irondrakes, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed.
  • Rivet Gun has a range of 9/12", S5, Multiple Shots (3), not AP.
  • Removed Gotrek & Felix (will be moved to RoR expansion).


Estalia 3.1:

  • Countermarch Fire: Models with this rule in the front rank of a unit ignore the Ponderous special rule when moving (or treat Move or Fire as Ponderous instead) if they have another friendly model with the same special rule in base contact behind them.
  • Impale: A Bovine gains the Mighty Blow (1) special rule in any turn that it charges.
  • Aegis of the Maiden is One use only.
  • Bulls no longer cause Impact Hits. Reduced cost for the Altar.
  • Diestros cost 5 pts.
  • Caracole: Models with this special rule ignore the Ponderous special rule when moving.
  • Aurochs do not cause Impact Hits.
  • Knights of the Raging Bull cost 60 pts.
  • Fire Bulls do not have Impact Hits. Cost 10 pts.
  • Bull Run: The Picadors may light up the horns of the Bulls at the start of any of your Movement phases. They then gain the Flaming Attacks, Immunity (Psychology) and Random Movement (3D6) special rule for the remainder of the game. The unit must always choose to pursue and overrun, and may never attempt any type of manoeuvre or combat reform.


Grand Cathay 3.1:

  • Blossom Wind is S3.
  • Crane Gunners cost 16 pts.
  • Ogres have gut-plates instead of light armour, cost 26 pts. Light armour cost 3 pts.
  • Rocket Salvo has a range of 12/24".
  • Guan Fei must be accompanied by a unit of Celestial Dragon Guard or Celestial Dragon Lancers, and he may not leave this unit. He and his unit have the Cold-blooded special rule. 
  • Lotus Needle has a range of 16/24", Multiple Shots (3).
  • Guqin of Everlasting Repose: Enchanted Item. The Guqin may be played at the start of any of your turns. When it is played, one unengaged enemy unit within 12" must pass a Psychology test or be unable to voluntarily move, cast spells or shoot until the start of your next turn.
  • New Special Character: Taoyan the Merciless 

 

Halflings 3.1:

  • Lucky Charm: The Halfling player may reroll any dice roll To Hit, To Wound, when taking armour saves or invulnerable saves. 
  • Deft Hands: Models with this special rule gain a +1 bonus to the result on the Light-fingered chart below.
  • Light-fingered: If a 5 or 6 is rolled, the target must reveal all Talismans, Arcane Items or Enchanted Items it might have. Each stolen Magic Item is removed from play and is worth 25 Victory Points.
  • Ogre Bodyguard does not have Ogre Charge.
  • Gamekeepers have Forest Strider.
  • Antique Handgun has a range of 15/30".


High Elves 3.1:

  • Fixed bug with incorrect S for longbows.
  • Fixed bug with shortbows missing march & shoot.
  • Elven Honours count towards Magic Item limit.
  • Coruscation of Finreir affects dispel range.
  • Amulet of Light does not force re-rolling wards, cost 10 pts.
  • Dragon Mages have WS4, do not have light armour by default, cost 300 pts.
  • Priests of Mathlann have Magic Resistance (1).
  • Storm Weavers have WS5, I6, A2, cost 120 pts. Mist Weaver costs 75 pts.
  • The Writhing Mists: All missile attacks targeting the model or any unit they are with suffer a -1 To Hit penalty until the start of your next turn.
  • Fixed bug with Loremaster armour.
  • Impale: A Unicorn gains the Mighty Blow (1) special rule in any turn that it charges.
  • Rangers cost 9 pts.
  • Ellyrian Reaver Shields cost 1 pt.
  • Fixed bug with Dragon Princes and Drakemasters missing Devastating charge.
  • Omen of Sacrifice: All friendly units of High Elves within 6" gain the Hatred special rule. 
  • Dragon Armour of Aenarion gives Magical Ward (6+).
  • Added effective range to Moon Bow, is not Quick to Fire.
  • Gilead & Fithvael are Independent.

 

Hobgoblins 3.1:

  • Lightning Spear does not stop if you fail To Wound a model.
  • Removed Scroll of Taunts.
  • On any turn that the model equipped with the Hidden Sheath enters a challenge, they get to make one extra round of attacks against their opponent with the Always Strikes First special rule.
  • Fixed bug with T value for Shaman lords.
  • Fixed bug with Ravagers being S4.
  • Deft Hands: Mangudai can fire Multiple Shots even if they have marched during the Movement phase.


Kingdoms of Ind 3.1:

  • War Elephants do not cause Impact Hits, cost 85 pts.
  • Jingals do not cause Multiple Wounds, do not misfire. Cost 5 pts for War Elephants.
  • Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D3 Strength 5 hits.
  • Mahout Expert: The War Elephant may re-roll failed Panic tests.
  • Spike Chain gives Impact Hits (D3).
  • Yali does not cause Impact Hits, has Mighty Blow (1). Costs 175 pts. May have the Fly (7) special rule.
  • Helmet of the Dark Beast: Enemies must re-roll successful Terror tests caused by the wearer.


Kislev:

  • Removed mention of Unbreakable from By Our Blood since Stubborn stacks through the Main Rulebook.
  • If a hex spell from the Lore of the Hags is successfully cast on an enemy unit, that unit must re-roll 6’s when rolling to Hit until the start of the casters next Magic phase.
  • Crossbows for Hunters cost 1 pt.
  • Tyrant: All friendly units within 12" of Igor have the Cold-blooded special rule.
  • Lucky: Stepan Rasin is allowed to re-roll any one dice To Hit or To Wound per phase.
  • Ulrika Magdova Staghov does not have the Sniper rule.

 

Lizardmen:

  • Removed War Gauntlets. Kroxigors start with hand weapons, must choose two hand weapons or great weapons. Cost 41 pts by default.
  • Firefly Frog Venom has no effect on slings.
  • Stegadon War-spear gives the bearer's mount the Impact Hits (D6) special rule.
  • Zoetic Dial: After deployment is complete, write down a number of your choice. At the start of your turn that corresponds with that number, the bearer gains the Magical Ward (2+) special rule for the remainder of the turn, and immediately regains any Wounds lost previously during the game. Costs 25 pts.
  • Spears are free.
  • Fixed bug with Skink Cohort having Poisoned Attacks listed by default.
  • Razordons have a range of 9/18", fire multiple shots (artillery dice + 2D6).
  • Bastiladon has A5, costs 200 pts.
  • Ark of Sotek has Poisoned Attacks.
  • Stegadons do not have Impact Hits, have A5, cost 215 pts.
  • Thunderous Charge: The Stegadon gains the Devastating Charge and Mighty Blow (1) special rule in any turn it charges.
  • Sharpened Horns: The Stegadon's gains the Multiple Wounds (D3) special rule in any turn it charges.
  • Arcanadons do not have Impact Hits, cost 185 pts.
  • Lord Mazdamundi costs 740 pts.


Nippon 3.1:

  • Shisuma Mon: Models with this Mon using katanas may re-roll 1's To Hit and failed Parry saves.
  • Oni, Tengu, Ninja are Independent.
  • Daemonic: Models with this special rule have the Magical Attacks and Magical Ward (5+) special rules. If they lose a round of close combat they must take a Daemonic Instability test. This works like a normal Break test, except that for every point they fail the test by, the unit suffers one additional Wound with no saves allowed.
  • Mikoshi Shrine has S3, T3, costs 100 pts.
  • The Red Devils: If Sanada Naomasa is included in your army, you may upgrade one unit of Samurai Cavalry to the Red Devils for +3 points per model.
  • Empress of Nippon: Any time she suffers a Wound in close combat, (excluding challenges), roll a D6 before any saves are taken: on a 3+, you may allocate the Wound to a friendly model in base contact instead.


Norsca 3.1:

  • Frost Giants may take fur cloaks. Reduced the cost of armour.
  • Ice Mammoths do not have Impact Hits, cost 320 pts.
  • Stomp: The Mammoth has the Stomp (2D6) special rule this turn.
  • Gore: The Mammoth makes 2D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.


Ogre Kingdoms 3.1:

  • Replaced Impact Hits with Impale for most mounts.
  • An Ogre with a Sword-Gnoblar benefits from one extra Attack with Weapon Skill 2, Strength 2 and Initiative 2.
  • Added three new Big Names.
  • Sky-Titan Scatter Pistols have a range of 9/18", Armour Piercing (1), Multiple Shots (2D3).
  • Characters do not have gut-plate by default, reduced cost by 5 pts.
  • Butchers may take gut-plates.
  • Hunters renamed to Huntmasters.
  • Leadbelcher guns are Ponderous, not Cumbersome.
  • Mournfang Cavalry may take light lances and Harpoon launchers.
  • If you roll two or more 1's when rolling To Hit with the Skewerslinger, roll a D6 and consult the Skewerslinger Misfire chart. Reworked the chart.
  • New Special Unit: Hunters
  • New Rare Unit: Cleavers
  • Earth-shattering Charge: A Stonehorn has the Devastating Charge and Mighty Blow (1) special rules in any turn that they make a successful charge. Does not have Impact Hits. Costs 235 pts.
  • Thundertusk does not have Impact Hits. Costs 220 pts.
  • Ice Mammoths do not have equipment by default, added equipment options.
  • An Ice Mammoth has Unit Strength 24 and a Line of Sight value of 10. An additional Beast Rider adds +2 Unit Strength.
  • Ice Mammoths do not have Impact Hits, cost 320 pts.
  • Stomp: The Mammoth has the Stomp (2D6) special rule this turn.
  • Gore: The Mammoth makes 2D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.
  • Each Beast Rider may have different equipment.


Orcs & Goblins 3.1:

  • Fixed bug with incorrect stats and points cost for goblin shamans.
  • Big Stabbas no longer cause Impact Hits, cost 5 pts.
  • Little Big 'Uns may take a Magic Standard worth up to 50 pts.
  • Fanatics are not automatically released when enemies move within 8".
  • Splat!: If a Fanatic comes into contact with another unit, it inflicts D6 Strength 5 Hits with the Armour Piercing (1) special rule. If this destroys the unit, the Fanatic continues any movement it was making. Otherwise, the Fanatic is removed as a casualty after resolving the damage. Fanatics otherwise do not move through units, can be charged normally, and are not automatically removed upon contact with an enemy. Cost 15 pts.
  • Explodin' Spores do not hit automatically. Have Multiple Shots (6), Rapid Fire.
  • Reduced the cost of spears and shields for Black Orcs.
  • A unit with Puffball Smoke Bombs may use them at the end of any Close Combat phase in which they take part. If they do so, the unit may disengage from combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
  • Nasty Skulkers can take Puffball Smoke Bombs as an option.
  • You may not take 2 Spear Chukkas as a single Special choice.
  • Removed Weirdbrute Wrekkaz upgrade.
  • Extra crew for Maw-grunta cost 20 pts.
  • Wild Shot! The Doom Diver scatters 2D6" – he is unable to move the impact point D6" in this case.
  • Ker-splat!: If Mangler Squigs come into contact with another unit, they inflict 2D6 Strength 6 Hits. If this destroys the unit, the Mangler Squigs continue any movement they were making. Mangler Squigs otherwise do not move through units, can be charged normally, and are not automatically removed upon contact with an enemy. Cost 60 pts.
  • Watch Out! Mangler Squigs treat all terrain that is not open ground as Dangerous Terrain. If they come into contact with a unit that is not destroyed by their Ker-splat! attack, Impassable Terrain or a table edge, they must take Deadly Terrain tests before stopping 1" short of the obstruction.
  • Dinner's Dinner!: If the Colossal Squig's Random Movement special rule brings it into contact with any friendly unit, it automatically inflicts D6 Hits at its base Strength. After this, move the Colossal Squig 1" back from the unit.
  • Rogue Idol does not cause Impact Hits, cost 210 pts.
  • At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge. If it does so, it automatically inflicts D6 Hits at its base Strength. After this, move the Rogue Idol 1" back from the unit.
  • Orcs are da Best: An Orc & Goblin army that includes Gorbad may upgrade any number of Common Orcs Boys and Common Orc Boar Boys to Big 'Uns without them counting as Special Units.
  • Borgut Facebeater costs 170 pts.

 

Pirates of Sartosa 3.1:

  • Removed Naval Bombardment.
  • Harpoon Launchers, Swivel Guns and Volley Guns are Move or Fire.
  • Volley Guns have a range of 12/24", Rapid Fire.
  • Blood in the Water affects Supporting Attacks.
  • Crow’s Feet does not affect Movement.
  • Whalebone Charm costs 20 pts.
  • Arcane Astrolobe costs 10 pts.
  • Removed The Smuggler’s Satchel.
  • Deck Gunners cost 12 pts.
  • Curse of the Harsh Mistress: Until the start of your next turn, all enemy units in base contact with the Priest suffer -2 to their Initiative and Leadership, and roll one dice fewer than normal for their flee and pursuit distance.
  • Dwarf Privateers have normal pistols and handguns, reduced cost by 1 pt.
  • Ogre Scallywag have Volley Guns, not leadbelcher guns.
  • Ogre pistols do not add extra attacks.
  • Bloodlust affects Supporting Attacks.
  • Hellhammers and Ironfists may take Master Gunners and extra crew.
  • Fixed profile for Repeater Pistol.
  • Jaego Roth costs 150 pts.


Skaven 3.1:

  • Scurry Away: All models with this special rule have the Swiftstride special rule when fleeing.
  • The Warpstone Charm allows the bearer to re-roll any one single dice roll To Hit, To Wound, when taking armour saves and invulnerable saves. Costs 5 pts.
  • Storm Banner: Bound spell. This item contains the Howling Warpgale spell from the Lore of Ruin. Costs 35 pts.
  • Removed Dwarfhide Banner.
  • Assassins do not have throwing weapons by default, cost 5 pts less.
  • Master Moulder may take polearms.
  • Leader of the Pack gives Disciplined, not Cold-blooded.
  • Deafening Peals applies to Chariots, Shrines and War Machines regardless of Toughness.
  • A Reputation for Cunning: Roll a D3 before starting deployment, the result is the number of friendly Skaven Infantry units that may deploy using the Vanguard special rule.
  • Skreech Verminking and Vizzik cannot use Lore of Stealth.
  • Blade of Nurglitch: This weapon gives Nurglitch the Poisoned Attacks special rule.


The Empire 3.1:

  • Von Trickschotte's Wondrous Arquebus is a Hochland long rifle. Range 18/36", S6, not AP. Costs 30 pts.
  • Arch Lector/Warrior Priest costs 130/90 pts.
  • Battle Wizards may not take armour.
  • Reduced cost of shields for spearmen.
  • Ogre pistol has a range of 12/24", S5.
  • Removed Dwarf-crafted.
  • Halflings are Unit Size 20-60.
  • Helblasters fire Artillery Dice + D6 shots rather than D3.
  • Swivel Guns are not Armour Piercing.
  • Mortars and organ guns on Steam Tanks uses Steam Points to fire.
  • Luthor Huss costs 200 pts.
  • Harald Gemunsen may not fight two challenges in the same turn.

Tomb Kings 3.1:

  • Undead ignore the Independent special rule.
  • Destroyer of Eternities: In addition, all enemy models in base contact with the wielder suffer a single automatic hit (with Heroic Killing Blow) after resolving the model's normal attacks. Costs 60 pts.
  • The Conqueror’s Blade: When fighting in a challenge, they may re-roll failed To Wound rolls. 
  • Icon of Rulership costs 15 pts.
  • Spears are free.
  • Sworn Bodyguard: Whenever a Tomb King/Prince suffers a Wound (before saves are taken) and a Tomb Herald is in the same unit as them, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
  • Skeleton Steed Mounts cost 10 pts.
  • Screaming Skulls: All shooting attacks made by a Screaming Skull Catapult have the Flaming Attacks and Magical Attacks special rule. Any unit that suffers one or more casualties from this weapon must take a Panic test. If the unit suffered Heavy Casualties, it takes the test at -1 Leadership.

 

Vampire Counts 3.1:

  • Fixed multiple minor bugs with incorrect points costs for Nightmares and weapons for characters.
  • Undead: While within the Army General's Inspiring Presence range, they may make March moves, Counter-charge and Stand & Shoot.
  • Musicians allow their unit to March in addition to its normal effects.
  • Removed Spectral Steeds.
  • Removed Summon Ghouls.
  • Added multiple new Wight only magic items.
  • The Flayed Hauberk: This item gives the wearer a 2+ armour save and a Magical Ward (6+). Cost 50 pts.
  • Blood Dragons cannot use Lore of Shadow.
  • A Strigany Mystic may not be the Army General or join Ghouls.
  • Crypt Ghouls are Unit Size 15-45. Split Ghouls into Crypt Gouls and Ghoul Prowlers (Skirmishers with Ambush upgrade).
  • Skeleton Warriors cost 3.5 pts, reduced cost of weapons and shields.
  • Split Sylvanian Levy into Levy and Bowmen.
  • Dire Wolves cost 6 pts.
  • Black Knights cost 21 pts.
  • Removed Soulstriders. Hexwraiths cost 26 pts.
  • Coven Throne and Mortis Engine have Strider special rule.
  • Sekhar has Poisoned Attacks, cost 200 pts.
  • Ushoran costs 570 pts.

 

Warriors of Chaos 3.1:

  • Removed Ensorcelled Weapons.
  • Models with the Mark of Slaanesh have the Immunity (Psychology) and Swiftstride special rules. 
  • Added multiple new magic items.
  • Gifts of the Gods up to 15 pts may be taken in multiples.
  • Distendable Maw: By reducing their normal attacks by 1, the character can choose to make a special attack against a single Infantry model. Costs 10 pts.
  • Unholy Strike: Each time the model rolls a natural 6 To Hit, that attack is resolved at double the character's Strength and has the Multiple Wounds (D3) special rule. Costs 20 pts.
  • Horns: The character gains the Devastating Charge special rule. 
  • Favour of the Gods: The bearer may re-roll the result when rolling on the Eye of the Gods table.
  • Grimoire Of Ogvold costs 20 pts.
  • Warp Mirror: All bonuses and special rules that are not from weapons, magic items, spells or mounts are swapped between the bearer of this item (and any unit they are with) and any enemy unit in base contact with the bearer. Costs 25 pts.
  • Karkadrak does not cause Impact Hits, costs 140 pts.
  • Shields for Warriors cost 1.5 pts.
  • Knights are Core Units.
  • Chosen is an upgrade for Warriors, Knights and War Chariots. Models with this upgrade gain +1 Attack, as well as the Chaos Armour and Magical Attacks special rules. However, they count as Special Units rather than Core Units.
  • Spears are free.
  • Shortsbows on Horsemen replace shields for free.
  • Cultists may take throwing weapons for 1 pt.
  • Charioteers have A1, cost 100 pts.
  • Giant Spinehounds do not cause Impact Hits, cost 200 pts.
  • Shaggoths do not cause Impact Hits, cost 220 pts.
  • Doomfire: Any unit that suffers one or more casualties from this weapon must take a Panic test. If the unit suffered Heavy Casualties, it takes the test at -1 Leadership.
  • War Mammoths do not have Impact Hits, cost 300 pts.
  • Stomp: The Mammoth has the Stomp (2D6) special rule this turn.
  • Gore: The Mammoth makes 2D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.
  • Slaughterpriests do not have armour by default, costs 135 pts.
  • All Khorne, Nurgle and Tzeentch Special/Rare Infantry/MCa have Magical Attacks.
  • Skullreapers cost 35 pts.
  • Putrid Blightkings cost 35 pts.
  • Wraithflails do not cause Impact Hits. Wrathmongers cost 42 pts.
  • Intoxicating Delirium: The unit gains the Stubborn special rule. 
  • If Archaon is included in your army, the restriction on picking units with Marks of Chaos does not apply. 
  • Master of Chaos Undivided: If Crom is your Army General, you may upgrade one unit of Warriors or Knights to Chosen without them counting as Special Units, and any number of Marauders and Marauder Horsemen may be upgraded to Marauder Champions. However, no units may be given any Mark of Chaos.
  • Nightmaw is optional.
  • Snow Troll Amulet does not automatically regenerate wounds. Lokjar Bjoergir costs 125 pts.
  • Kholek Suneater does not have Impact Hits, costs 450 pts. Is Independent.
  • All Trolls treat Throgg as the Army General.
  • Skarr does not cause Impact Hits. Skarr receives +1 Attack for every enemy model in base contact (up to a maximum of +3).
  • Glottkin do not cause Impact Hits, cost 815 pts.
  • Supreme Vanity: Sigvald the Magnificent and any unit he joins gains the Independent special rule. Costs 340 pts.
  • Main Course: All friendly units with the Mark of Slaanesh within 6" of Glutos gain the Stubborn special rule. 
  • Glorious Slaughter: Styrkaar and any unit he joins roll an additional D6 for their charge and pursuit distance and discards the lowest result.
  • Egrimm van Horstmann does not have a spell familiar, costs 710 pts.


Wood Elves 3.1:

  • Starfire Shafts: Shooting attacks made with Starfire Shafts have the Magical Attacks special rule and forces enemies to re-roll successful Panic tests caused by Heavy Casualties.
  • Silverwood Circlet increases range by 12”, costs 30 pts.
  • Grove Guardian may take Spites.
  • Fixed pricing for shortbows and longbows for units with options for both.
  • Lethal Shot applies to both longbows and shortbows.
  • Fixed bug with shortbows missing march & shoot.
  • Shadowdancers may take Saerath.
  • Impale: A Unicorn gains the Mighty Blow (1) special rule in any turn that it charges.
  • Nets: D3 models in the enemy unit suffer -1 Attacks. 
  • Talon of Dusk/Dawn has a range of 24/36".
  • Gruarth does not cause Fear.
  • Beastmaster: Fang and Claw are War Beasts (Canine) and Gruarth is their Handler. If Gruath is slain, Fang and Claw become subject to Frenzy. If both Fang and Claw are slain, Gruarth becomes subject to Hatred.


Zombie Pirates 3.1:

  • All models with the Undead special rule have the Animated Construct, Fear, and Unstable special rules. In addition, while within the Army General's Inspiring Presence range, they may use the Army General's Leadership instead of their own (even if normally Independent) and can make march moves.
  • Musicians allow their unit to March in addition to its normal effects.
  • Swivel Guns and Volley Guns are Move or Fire.
  • Blood in the Water affects Supporting Attacks.
  • Deck Gunners cost 11 pts.
  • Right Hand of the Pirate King: If Drekla is in base contact with Luthor Harkon, Luthor gains a 4+ 'Look Out, Sir!' save in close combat with any Hits being allocated against Drekla instead.
  • Von Zeich's Last Ingot: This item allows Vangheist to re-roll failed Magical Ward saves.

Monday, 20 April 2026

Warhammer Dwarfs 3.0 out now!

Dwarfs are up first for 3.0, in a pretty small update overall. The biggest change is that of the Organ Gun and Flame Cannon - the former now fire more shots without AP(1) and works like in the main rulebook, and the flame cannon has taken a nerf to range 6" rather than 12", but is also 40 points cheaper, making it more in line with the other war machines in terms of power.

Next up: Dark Elves! 

 

Patch Notes:

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Increased cost of close combat weapons and shields for characters.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Removed Dwarf-crafted, added rules for dwarfen handguns, crossbows and pistols. Each weapon has increased effective range by 3-6".
  • A model wearing armour engraved with the Master Rune of Adamant can only be wounded on natural To Wound rolls of 6. Can be combined with other armour runes.
  • Armour engraved with the Master Rune of Gromril ignores any negative modifiers to its armour save. This rune cannot be combined with any other armour runes. Costs 30 pts.
  • Rune of Stone costs 10 pts.
  • Rune of Forging is not cannon only.
  • Rune of Accuracy costs 25 pts.
  • Renamed High Thane to King.
  • King/Thanes cost 125/65 pts.
  • Runelords/Runesmiths cost 150/90 pts. Have Magic Resistance (2). Runelords have A3.
  • Miners cost 11 pts.
  • Blasting charges have a range of 6/9".
  • Cinderblast bombs have a range of 6/9". Are S5. Each Hit from a cinderblast bomb is multiplied into D3 Hits. Does not use a template. Costs 5 pts.
  • Drakeguns have a range of 9/18".
  • Drakefire Pistols have a range of 6/12".
  • Trollhammer Torpedoes have a range of 12/24"
  • Brimstone Guns have a range of 9/18", have March & Shoot.
  • Clatterguns have a range of 12/24", have March & Shoot.
  • Doomseekers are Unit Size 3-6.
  • Organ Guns use the same profile as the Main Rulebook, costs 100 pts.
  • Flame Cannons have a range of 6", cost 100 pts.
  • Grudgebreaker has T7, 2+ armour save. Costs 200 pts (bug fix).
  • Thorek Ironbrow has A3, cost 310 pts.
  • Removed Long Drong Slayer and Malakai. 

Friday, 19 December 2025

Warhammer - Dwarfs 1.61 out now!

Not a huge update here either, but it does change a few important things. First up, Natural Resistance has been replaced with Magic Resistance (1). This means Dwarfs in other armies also benefit from it, and is in line with how TOW works as well. 

I've also removed a bunch of special characters that had barely any unique rules or items - these can pretty much be built using the existing options anyway, so were pointless to keep from a gameplay perspective.

The rest of the changes are pretty minor overall, mainly fine-tuning some rules and adding more options. Thanks to my Patreons for your continued support!

 
Patch notes:

  • Ancestral Grudge does not include Trolls.
  • Removed Natural Resistance. All Dwarfs instead have Magic Resistance (1).
  • Rune Lore: A unit can only be under the effect of one Rune at a time.
  • Added Runic Tattoos for Slayer Characters.
  • Added new Engineering Runes.
  • Increased the cost of great weapons.
  • Renamed Lords to High Thanes.
  • High Thanes have Royal Clansmen: You may upgrade one unit of Dwarf Warriors with heavy armour for +1.5 points/model for each model with this special rule in your army.
  • Runelords and Runesmiths may take heavy armour.
  • Adjusted cost of armour for High Thanes, Thanes, Runelords and Runesmiths.
  • Brewmaster does not have the Beer Gut special rule. Costs 70 pts.
  • Brewmaster may take a Beer Cart mount. A Beer Cart allows the Brewmaster's Beer Casks special rule to affect all friendly units within 6", rather than just the unit they are with.
  • Strike the Runes: Instead of using the Runes from their Rune Lore special rule, a model mounted on an Anvil of Doom can use the following Ancestor Runes once each at the start of each of your turns.
  • Anvil Guards have hand weapon, heavy armour, shield.
  • Ancestor Rune of Valaya: Choose one friendly Dwarf unit within 24". The target regains D3+1 Wounds' worth of models slain earlier in the battle, just like a summoning spell.
  • Dwarf Warriors cannot take heavy armour by default.
  • Quarrelers and Thunderers cost 12 pts.
  • Underground Advance: When they enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit of Miners enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit. 
  • Miners may take a Miner Cart. A Miner's Cart is a Shrine which is placed in the second rank of the unit rather than the first. A unit with a Miner's Cart can use Blasting Charges every turn rather than just once. However, if the Miner's Cart is destroyed from a close combat or missile attack, place the large round template on top of it before removing it. All models under the template suffer a Strength 4 Hit with the Armour Piercing (1) and Flaming Attacks special rules. 
  • Longbeards have the Hatred special rule, costs 14 pts.
  • Troll Slayers and Giant Slayers have hand weapons by default, cost 8/13 pts. Can choose additional hand weapons and/or great weapons for additional cost.
  • Firethrowers cost 45 pts. Firethrowers have a Unit Strength of 2.
  • Drakefire pistols have 9" range.
  • Gyrocopters and Gyrobombers have Quick Turn: A model with this special rule may pivot on the spot like a Lone Model despite being a chariot.
  • Brimstone and Clatterguns have Rapid Fire.
  • Karaghul, the Wyrmslayer Blade: Magic Weapon. Felix only. The Wyrmslayer Blade gives +2 Attacks. In addition, Felix must always declare a charge against Draconids if it is possible to do so. Against Draconids, the Wyrmslayer blade allows Felix to re-roll failed rolls To Hit and To Wound.
  • Slayer Pirates cost 14 pts.
  • Josef Bugman may take a crossbow.
  • Burlok Damminson costs 120 pts. Must take Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm or Range Finding Optics + Rivet Gun.
  • Burlok's Hammer is inscribed with the Master Rune of Swiftness and a Rune of Fire.
  • Removed Kragg the Grim, Brok Stonefist, Drong the Hard, Helgar Longplaits, Kadrin Redmane, Krudd Mad-Mattock, Skag the Stealthy, Grung Grudge-Bringer & Crazed Khargrim 

Friday, 10 May 2024

Dwarfs 1.6 (beta) out now!

Did not make a huge amount of changes for this update, but quite a few big ones: the biggest arguably being the new Rune Lore system which makes your Runesmiths and Runelords act more like Priests in other armies. This means that in addition to Forgefire, they can each use one type of Rune per turn by passing a Leadership test that offers a benefit to the unit they are with. These Runes have been taken from the Anvil of Doom that have been given new Ancestor Runes from Storm of Magic. The Anvil now works more similarly to 7th ed as well as it cannot be dispelled, but failing the Leadership test to use each rune come with bigger consequences compared to the 8th ed system. Overall, the new system should see Anvils being much more usable in-game. 

Other changes include moving Gyrocopters to Special (you can only field 1 per Special Choice though!), and making Giant Slayers a separate Rare Unit. Lastly, Hammerers have been given Armour Piercing (1) from their gromril hammers and can now take a magic standard up to 75 pts. However, they are now a Rare unit so they do not compete directly with Ironbreakers and Longbeards (which are now also a Special Unit and do not require taking Dwarf Warriors). Lastly, Miners are now a Core Unit, which should make them see a bit more play (still limited by other Core Units as usual though).

Hope you enjoy the update, and many thanks to my Patreon for your continued support - planning on getting quite a few Dwarfs for my own collection as soon as they are released!

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Patchnotes:

  • Dwarfs have the Hatred (Orcs, Goblins, Trolls, Skaven) special rule.
  • Natural Resistance is cumulative with other dispel bonuses.
  • Giant Slayer: The model has the Multiple Wounds (D3) special rule when attacking Monstrous Infantry, Monstrous Beasts or Monstrous Cavalry.
  • New Rune: Rune of Reloading
  • Runelords and Runesmiths cannot take additional hand weapons or heavy armour. Runelords costs 160 pts. Runesmiths costs 100 points.
  • Runelords and Runesmiths can use Runes (previously from the Anvil of Doom) on any unit they are with by passing a Leadership test.
  • Anvil of Doom now works similar to 7th ed with having effects that cannot be dispelled. However, failed attempts to Strike the Runes will cause the anvil to "misfire". All effects are based on the Ancestor Gods.
  • Brewmasters cannot take additional hand weapons or shields.
  • Bugman's XXXXXX gives the unit the Mighty Blow (1) special rule.
  • Master Engineers do not have armour by default.
  • Shieldbearers may take an additional shieldbearer.
  • Heavy armour for Warriors cost 1,5 pts.
  • Miners are a Core Unit.
  • Longbeards are a Special Unit.
  • Hammerers have Armour Piercing (1). Are a Rare Unit. May take a Magic Standard worth up to 75 pts. Shields cost 1.5 pts.
  • Firethrowers do not have Weapon Team special rule. May take medium armour.
  • Troll Slayers can take a Leader.
  • Troll Slayers can take a Magic Standard up to 25 pts.
  • Rangers cost 7 pts.
  • Grudge Thrower and Cannon costs 90 pts.
  • Giant Slayers are a Rare Unit.
  • Rune Guardians can take additional hand weapons or great weapons. Rune of Warding costs 6 pts.
  • Removed the Lumbering special rule.
  • Gyrocopters and Gyrobombers can all choose between steam gun, brimstone gun or clattergun.
  • Gyrocopters are Special Units.
  • High King: In addition, one unit of Hammerers may be taken as a Special Unit instead of a Rare Unit.
  • Ungrim may take Giant Slayers as Special Units.
  • Removed Byrrnoth.
  • Kragg the Grim costs 385 pts.
  • Kadrin Redmane has light armour, costs 200 pts.
  • Bugman's Rangers: Josef Bugman must be accompanied by a unit of Rangers chosen from the army list at a cost of 17 points per model. This unit has Strength 4 and are equipped with great weapons, crossbows, medium armour and shields. Josef Bugman may never choose to leave this unit.
  • New Lord: Gotrek & Felix
  • New Lord: Brok Stonefist
  • New Lord: Drong the Hard
  • New Lord: Helgar Longplaits
  • New Hero: Skag the Stealthy
  • New Hero: Krudd Mad-Mattock
  • New Hero: Grung Grudge-Bringer
  • New Hero: Long Drong
  • New Hero: Crazed Khargrim
  • New Hero: Malakai Makaisson

Wednesday, 22 February 2023

Warhammer: Dwarfs 1.5 out now!

This update changes the following:

  • Removed full plate armour. Gromril armour still remains as a special rule.
  • Hammerers can take magic standards up to 50 pts.
  • Ironbreakers has heavy armour, cost 14 pts. Can re-roll failed Parry saves. Does not get 5+ Parry when charged.
  • Irondrakes have heavy armour, cost 15 pts.
  • Rune Guardians have heavy armour, cost 50 pts.
  • Master Rune of Alaric the Mad costs 25 pts.
  • Master Rune of Death costs 30 pts.
  • Master Rune of Dragon Slaying costs 30 pts.
  • Master Rune of Smiting costs 35 pts.
  • Master Rune of Skalf Blackhammer costs 20 pts.
  • Master Rune of Breaking: If a model with a weapon engraved with the Master Rune of Breaking scores one or more successful hits against a model, the foe's weapon or armour is destroyed on a D6 roll of 2+ (roll once, regardless of the number of successful hits). If the foe has more than one piece of equipment (note that two hand weapons count as one), roll a D6 to randomly determine which one is destroyed.
  • Master Rune of Kragg the Grim costs 5 pts.
  • Rune of Fire costs 5/35/55 pts.
  • Rune of Fury costs 15/25/50 pts
  • Rune of Cleaving costs 5/20/35 pts.
  • Rune of Striking costs 10/30/40 pts.
  • Rune of Might costs 25/35 pts.
  • Rune of Parrying costs 20 pts.
  • Master Rune of Adamant costs 50 pts.
  • Rune of Fortitude costs 20/50/60 pts.
  • Rune of Iron costs 15/35/45 pts.
  • Rune of Preservation costs 10 pts.
  • Rune of Shielding costs 15 pts.
  • Rune of Impact costs 5 pts, also gives Strength Bonus (1).
  • Master Rune of Kingship costs 40 pts.
  • Master Rune of Balance costs 50 pts, does no longer require a 4+ roll.
  • Master Rune of Spellbinding costs 30 pts, gives +2 to channel dispel dice.
  • Master Rune of Spite of Spite costs 30 pts. Every time a model with the Master Rune of Spite is Hit in close combat, the model that struck the blow suffers a Strength 4 hit.
  • Master Rune of Challenge: Added "The rune user (and any unit he is with) can only elect to Hold or Stand and Shoot. Any Terror tests are taken as normal."
  • Rune of Spellbreaking costs 25/35 pts.
  • Master Rune of Groth One-Eye has 12" range.
  • Master Rune of Stromni Redbeard costs 60 pts, has 12" range.
  • Master Rune of Grungni has 12" range.
  • Master Rune of Valaya costs 25 pts.
  • Master Rune of Fear costs 25 pts.
  • Rune of Slowness costs 20/30/50 pts.
  • Rune of Sanctuary costs 10/20/30.
  • Rune of Stoicism costs 50 points.
  • Rune of Determination costs 15 pts.
  • Strollaz' Rune costs 10 pts.
  • Ancestor Rune does not require a roll.
  • Master Rune of Immolation costs 20 pts.
  • Master Rune of Defence costs 20 pts.
  • Master Rune of Disguise costs 15 pts.
  • Master Rune of Skewering costs 20 pts. Always Hits on a 3+. No longer one use only.
  • Rune of Penetrating costs 30/40 pts.
  • Stalwart Rune costs 5/10 pts.
  • The Magnificent Armour of Borek Beetle is a heavy armour. Costs 35 pts.
  • Belegar Ironhammer has heavy armour, costs 290 pts.
  • Dwarf Warriors have medium armour by default. Must pick either great weapon, shield or both.
  • Longbeards have heavy armour by default, cost 13 pts.
  • Miners cannot upgrade to heavy armour. Can choose to enter the battlefield from any point on the battlefield rather than just the table edges (similar to Skaven and Tomb Kings).
  • Troll Slayers cost 10 pts. Skirmishers upgrade costs 1 pt.
  • Troll Slayers may be upgraded to Giant Slayers for 5 pts/model. Giant Slayers have WS5, S4, A2. The whole unit must be upgraded.
  • Daemon and Dragon Slayers may be the army general. They are limited to 50/100 pts of magic items/Runes/Slayer skills.
  • For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.
  • If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.
  • If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.
  • Rune Guardians may choose from 5 different upgrades.
  • Miners have medium armour by default. Cannot upgrade to heavy armour.
  • Hammerers have heavy armour by default. Cost 16 pts.
  • Shieldbearers, Thorgrim Grudgebearer and Alrik Ranulfsson have the Large Target (2) special rule.
  • Grudgebreaker costs 200 pts.

 

Tuesday, 1 February 2022

Warhammer: Dwarfs 1.4 out now!

This update changes the following:

  • Grimm Burloksson does not have Artillery Master (bug).
  • Rune of Oath and Honour: Note that no unit may be moved more than once per turn by this spell. Can only be cast on Infantry.
  • Thorek Ironbrow's armour is a heavy armour.
  • Crossbows for rangers costs 5 pts.
  • Dwarf Warriors, Quarrellers, Thunderers, Miners and Rangers may take a magic banner up to 25 pts.
  • Gyrocopter/Gyrobomber have Fly (9).
  • Thunderbarge has Fly (6), Large Target (5).
  • Grudgebreaker has Large Target (5).
  • Gyrocopter Steam Gun has Armour Piercing (1). Costs 85 pts.
  • One war machine that is within 3" of a Master Engineer can use his Ballistic Skill OR re-roll one artillery dice or scatter dice during each Shooting phase.
  • Organ Gun fires Artillery Dice + 2D6 shots. Roll of Misfire = roll on the Blackpowder Misfire chart.
  • Rune of Fortune costs 10 pts.
  • Thunderers and Quarrellers may choose bucklers or shields.
  • Doomseekers only Hit enemy models.
  • Grudgebreaker costs 225 pts.
  • Warriors and Miners may upgrade to heavy armour.
  • Golden Sceptre of Norgrim costs 40 pts.
  • Rangers may upgrade to medium armour.
  • Clarified Grombrindal's Disguised rule.


Tuesday, 27 April 2021

Warhammer: Dwarfs 9th Ed 1.3 out now!

This update changes the following:

  • Added Dwarf-crafted to crossbows and pistols.
  • Quarellers cost 13 pts.
  • Crossbows for Characters and Rangers cost 6 pts.
  • You may not have more units of Longbeards than you have units of Warriors.
  • One war machine that is within 3" of a Master Engineer can use his Ballistic Skill and re-roll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. 
  • Fixed bug with Daemon Slayer missing Relentless.
  • Drakeguns, Drakefire Pistols and Brimstone Guns fire non-physical attacks.
  • The cannon can be fired even if the Thunderbarge marches.
  • The Battle Standard Bearer can have a magic/runic banner with no points limit. However, a model carrying a magic/runic standard can only carry other magic/runic items up to a total 25 points.
  • Clarified that Runes may be inscribed onto any armour.
  • Lords and Thanes can take pistols in addition to another close combat weapon.
  • Second Stalwart Rune makes the crew Stubborn, not Unbreakable.
  • Deathrollers have a 3+ save against attacks to the front, and 5+ against attacks to the flank and rear.
  • Rune of Accuracy may not be taken by an Organ Gun. Costs 20 pts.
  • Rune Guardians and Grudgebreakers may not take Runes.
  • Slow-moving renamed to Lumbering, rule applies to Grudgebreakers now.

Saturday, 6 June 2020

Large update wave out now!

Rather than splitting this into 20-something different updates, I'll just make one large post for the whole thing. Nothing major in any of these, just bug fixes and minor balance adjustments.

Albion 1.25:
  • Renamed Gaels to Albionites (which was the official term for people of Albion by GW in the 80's).
  • Falian Ambusher upgrade only applies to Infantry.
  • Renamed Light of Protection spell to Shield of Light.

Amazons 1.13:
  • Clarified Shield of Thorns spell.

Araby 1.25:
  • Sunstrike is a direct damage spell.
  • Sandstorm is a hex that also affects friendly units.

Beastmen 1.37:
  • Razorgor Chariot causes normal amount of Impact Hits, rather than D6+2.
  • Most Nurgle and Slaanesh spells have no effect on Animated Constructs. Phantasmagoria affects Psychology tests only.

Bretonnia 1.23:
  • Spirits of the Fay are Animated Constructs.

Cathay 1.14:
  • Brush of a Thousand years: Every time the bearer rolls any duplicate dice (except 1's and 6's), he may choose to take a Leadership test at his own, unmodified Leadership. If this test is successful, every duplicate dice (except 1's) counts as a 6 for the purpose of the Ultimate Power rule.

Chaos Dwarfs 1.24:
  • Rocket Battery has two Crew by default, can upgrade to 3 crew. Cost 95 pts.
  • Hobgoblin Spear Chukka has two Crew by default, can upgrade to 3 crew. Cost 30 pts.

Daemons of Chaos 1.24:
  • Most Nurgle and Slaanesh spells have no effect on Animated Constructs. Phantasmagoria affects Psychology tests only.
  • Enrapturing Gaze: Units in base contact with the Daemon must use their own Leadership value.
  • Death Heads have the quick to fire special rule.
  • Cloak of Constriction: All models attempting to strike Shalaxi Helbane in close combat must pass a Strength test or lose 1 Attack.
  • Characters take magic weapons from the BRB.

Dark Elves 1.34:
  • Repeater crossbow does not have AP. Cheaper for Dark Riders (3 pts).
  • Reaper Bolt Throwers may take extra crew.

Dwarfs 1.23:
  • Clarified that you randomise missile hits between the crew and the runelord for the Anvil of Doom.
  • A standard bearing the Master Rune of Valaya confers a +1 bonus upon all attempts to dispel magic by the owning player. Cost 40 points.
  • A model with the Master Rune of Spellbindning gets +1 to all attempts to channel dispel dice.
  • Brewmaster is T5, costs 85 pts.
  • Weapon options for Rangers are more expensive.

The Empire 1.23:
  • Huntsmen cannot take a standard.
  • Clarified that repeater pistol is a pistol.
  • Runefang costs 70 pts.
  • Karl Franz costs 320 pts.
  • Kurt Helborg costs 310 pts.
  • Boris Todbringer costs 270 pts.
  • Aldebrand Ludenhof costs 205 pts.
  • Valmir von Raukov costs 225 pts.
  • All war machines have option to take extra crew.
  • Added swivel guns to implaceable steam tank (see Steam Tanks expansion).

High Elves 1.23:
  • Bow of Averlorn has Flaming Attacks.
  • The Dragon Armour of Aenarion grants Tyrion a +1 armour save. Costs 485 pts.
  • Great Eagle costs 65 pts for heroes.
  • All models in a unit that carries the Banner of the World Dragon have the Magic Resistance (5) special rule.
  • Reaver Knights have cheaper equipment options.
  • Eagle Claw Bolt Throwers may take extra crew.

Lizardmen 1.24:
  • Fixed bug with Stegadon Giant Bow referring to old Poison rule.
 
Ogre Kingdoms 1.23:
  • Clarified Deathcheaper and Greedy Fist sequencing (when they take effect).
  
Orcs & Goblins 1.24:
  • Fixed bug with Mawcrusher having wrong price.
  • Mork's War Banner renamed to Mork's Spirit Totem.

Skaven 1.54:
  • Models with whips may make supporting attacks equal to their Attack characteristic.
  • Whenever a spell from the Lore of Stealth is cast, all enemy units within 6" of the caster suffer a -1 penalty to their armour saves until the start of the caster's next magic phase. 
  • Most Skaven Spells of Plague have no effect against Animated Constructs.

Tomb Kings 1.23:
  • In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant.
  • Entombed Beneath the Sands: If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
  • Settra's Chariot has a 6+ save.

Vampire Counts 1.24:
  • In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's General.
  • Grave guard can take shields as option. Cost 10 pts by default.
  • Lahmian Vampires has +1 Leadership. Cost +5 pts.

Warriors of Chaos 1.23:
  • Most Nurgle and Slaanesh spells have no effect on Animated Constructs. Phantasmagoria affects Psychology tests only.
  • The Book of Secrets costs 40 pts.
  • Death Heads are quick to fire. 

Wood Elves 1.22:
  • Fixed bug with Warhawk price for Wizards.
  • Deepwood Coven: The unit receives an additional +1 to cast for each rank of 5 or more models it has.
  • Soporific Breath: All models in a unit (except Animated Constructs) that suffers one or more hits from Soporific Breath gain the Stupidity special rule for the remainder of the game.
  • Waywatchers can upgrade to have Traps for 2 pts/model.
  • Alters animal form only lasts during their own turn (so they cannot be in animal form the whole time).
  • Tree Singing is an Augment spell.
  • Thalandor Doomstar has a 4+ Parry.
  • Glade Guards cost 12 pts.
  • Deepwood Scouts cost 14 pts.
  • Glade Riders cost 17 pts. May take shields and light armour.

Tuesday, 5 May 2020

Warhammer: Dwarfs 9th Ed 1.22 out now!

This update changes the following:
  • Resolute: When taking Break tests, models with this rule count as having lost the combat with 1 point less than they actually have. 
  • Gromril armour is a special rule, not equipment.
  • Oathstones give MR(1). However, if a model on an Oathstone fails a Break Test, he is removed as a casualty.
  • Clarified that Armour Piercing from multiple Runesmiths in a unit does not stack.
  • Runelords costs 120 pts. 
  • Anvil of Doom now works more like a regular War Machine with T10. Crew can be killed separately, does not give +2 Wounds to the Runelord, but grants a 4+ ward save instead. It may use up to 4 Power Dice when attempting to cast each spell. 
  • Locus of Power: For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.
  • Rune of Hearth and Hold makes one unit Stubborn, or Unbreakable if it is already Stubborn.
  • Renamed Rune of Oath and Steel to Stone and Steel.
  • Added Rune of Oath and Honour: The Rune of Oath and Honour is an augment spell that targets a single friendly Dwarf unit anywhere on the battlefield. The target unit may immediately make an additional move as if were the Remaining Moves sub-phase.
  • Added separate entries for Anvil of Doom and Shieldbearers in army list.
  • Quarrellers and Thunderers may take medium armour.
  • Clarified that the Brewmaster's Beer Casks rule affects both him and his unit.
  • Clarified that Steam gun and Clattergun are equipment of the Gyrocopter, not the crew (so they cannot fire 360 degrees).
  • You may take 0-2 Gyrocopters as a single Rare choice.
  • Thorek costs 330 pts.
  • Kadrin Redmane costs 175 pts.
  • Josef Bugman has the Beer Gut special rule, costs 185 pts.

Sunday, 26 January 2020

Warhammer: Dwarfs 9th Ed 1.2 out now!

Updated to 1.21:
  • Removed Ancestral Shield as its own special rule, it's instead mentioned in the Anvil of Doom special rule.
  • Firedrake gun has a range of 15". Firedrake pistol has range 10".
  • Deathroller: In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round.
  • The Gyrobomber has a Clattergun, not a steamgun.
  • Steam Gun on Gyrocopter nerfed to S2, and does not have AP, has Slow to Fire instead.
  • Brimstone Gun has Multiple Shots (3). Clattergun has Multiple Shots (5).
 
This update changes the following:
  • Increased cost of Lords and Thanes to 140 and 70 pts.
  • Dwarf Master Engineers may use their Artillery Master rule and fire their own weapon the same turn.
  • Gromril full plate for irondrakes, cost 17 pts.
  • Ironbreakers cost 16 pts.
  • Fixed bug with Dragon and Daemon Slayer missing Deathblow.
  • Vampire Slayer upgrade: Against enemies with Toughness 5 or higher, the Slayer may re-roll failed rolls To Wound.
  • Split Gyrocopters and Gyrobombers into separate units. Gyrobombers have W4, cost 140 pts. They both are Resolute and Relentless, have S4 and cause D3 impact hits.
  • Added animated construct to Rune Guardians and Grudgebreaker.
  • Rune Guardians: Clarified that all models in the unit must take the same Runes. Do not have two hand weapons, costs 55 pts.
  • Kadrin Redmane and Ungrim Ironfist has gromril medium armour.
  • Grimm Burloksson no longer need to roll a 2+ in order to use his artillery master special rule.
  • Clarified that The Magnificent Armour of Borek is a full plate armour.
  • Master Rune of Banishment applies to Ethereal and Vampiric models.
  • Rune of Stone is no longer an exception to the Rule of Pride, meaning you cannot have multiple armours with just the Rune of Stone on it.

Friday, 24 January 2020

Warhammer: Dwarfs 9th Ed 1.12 out now!

After spending the better part of the day (read: the last 12 hours straight) working on this update, I'm happy to say I managed to finish it before supper!

This update changes the following:
  • Ancestral Grudge includes Hobgoblins.
  • Added Gromril armour. Gromril armour adds +1 armour save to whatever armour type the model wears. For example, gromril light armour gives the model a 5+ save, gromril medium armour gives the model a 4+ save and so on. All Lords, Thanes and Runesmiths (including special charcters) have gromril armour. 5 pts increase for most of them.
  • Shieldbearers act as a normal mount, so no longer gives +2W. Makes the models Unit Strength 3.
  • Fixed bug with Dwarf-crafted not being listed as its own special rule properly. 
  • Fixed several statline inconsistencies between bestiary and army list all over the book.
  • Fixed pts costs for character weapons to be on par with other armies.
  • Thunderer Veteran may replace handgun with pistols for free.
  • Longbeards may take magic standard worth up to 50 pts.
  • Fixed bug with Miners not having Ambushers in bestiary.
  • Slayers may take up to 50 pts Runic Standard. Have the Deathblow rule by default.
  • Fixed bug with Doomseekers not having Slayer rule in bestiary and Wards of Grimnir rule in army list. Doomseekers are I3.
  • Dragon Slayers may take 25 pts Slayer Skills, Daemon Slayers may take 50 pts. Clarified this in army list. Skaven Slayer upgrade cost 25 pts.
  • Gyrocopter and Thunderbarge use the rules for regular flyers rather than high flyers. Removed strength values from them.
  • Rangers start with hand weapon and light armour, 8 pts. Cannot take medium armour. Cheaper weapon options. Can take optional shields. Have Hill Strider.
  • You may take 1-2 Bolt Throwers and Firethrowers as a single Special choice.
  • Rune Guardians may take Weapon and Armour Runes (except Master Runes) up to 25 pts/model.
  • Grudgebreaker can take Weapon and Armour Runes (except Master Runes) up to 50 pts.
  • Thorgrim Grudgebearer gains a 4+ ward from his armour rather than the throne, and the armour gives him a 2+ armour save total. The Throne gives him Unit Strength 5, but does not add to his armour save. The Dragon Crown of Karaz is inscribed with the Master Rune of Kingship.
  • Changed the description of all special characters magic items to just mention the runes they have for consistency (as well as following the rule of not having duplicate Master Runes).
  • Thorek Ironbrow's Rune of Doom is no longer remains in play.
    Fixed bug with Kragg the Grim, Kadrin Redmane, Josef Bugman and Grimm Burloksson having wrong Wounds in army list.
  • Clarified that Alrik is mounted on Shieldbearers. If Alrik Ranulfsson is included in your army he must be your army General (unless Thorgrim Grudgebearer is also included).
  • The Axe of Dargo is a great weapon with the Master Rune of Smiting (MW D6) rather than KB. Ungrim cost 325 pts.
  • Fixed bug with Josef Bugman not having Stout Courage in army list.
  • Attacks with the Hammer of Karak Drazh are resolved at +3 Initiative, and any enemy models that suffer one or more unsaved Wounds from it are subject to the Always Strikes Last special rule until the end of the next Close Combat phase.
  • Reorganised the Runes in proper order based on Master Runes, points costs and alphabetically.
  • Rune of Daemon Slaying applies to all Daemonic models, not just Daemons of Chaos.
  • Rune of Kingship: If he joins a unit of Hammerers, the unit becomes Unbreakable instead.
  • Removed duplicate Ancestor Rune.
  • Fixed a myriad of grammar/spelling issues from incorrect OCR scanning, as well as several lore/spelling inconsistencies.
  • Retconned part of Thorgrim Grudgebearer killing Gorfang Rotgut, so the lore is consistent with Kazador and Gorfang in the O&G book.
  • Added headings.
  • Added HD cover.
  • Updated background graphics, particularly the timeline section.
  • Updated all fluff blurbs with the official fonts from the 8th ed book.
  • Added graphics for the Runes.

Friday, 17 August 2018

Warhammer: Dwarfs 9th ed 1.0 out now!

Updated to 1.11:
  • Rangers have BS3 again (as their fluff does not really mention them being elite marksmen compared to other Dwarfs, only that they are more versatile). Cheaper crossbows.
  • Fixed bug with Deathblow for Slayers in the Bestiary.
  • Veterans for Quarrellers and Thunderers have A2, just like the Warrior Veteran, which is the same as the official books. Dwarfs are limited to BS4 on their lords, so it makes sense that normal Dwarfs do not become more proficient than BS3.
 
Updated to 1.1:
  • Fixed multiple bugs with incorrect statlines.
  • Deathrollers inflicts D6 hits every turn.
  • Nerfed stats of brewmasters.
  • Fixed points cost for magic items.
  • Kazador is S4, his hammer causes Multiple Wounds (D3).
  • Grimm Burloksson gives +1 To Hit, not re-roll To Hit.
  • Increased cost of Rune of Might.
  • Thunderers and Quarrellers cannot take medium armour (like 6th and 7th ed).

Rejoice Dawi, for the day of Reckoning is here! Ahem...

Clocking in at 230 pages, Warhammer: Dwarfs is the second longest book I've finished, so while you Dwarf players had to wait for those pesky Elves to get their books out first, you can feel happy in that your book is the longest of the lot. This book contain background from all four editions of Dwarf army books, Grudgelore, Book of Grudges from WFRP, Stone and Steel, Citadel Journal and various White Dwarf articles.

Download


This update changes the following:
  • New Hero: Brewmaster (support character, based on Warhammer: Quest)
  • New Special Unit: Firethrower (weapon team, based on 3rd ed)
  • New Rare Unit: Rune Guardians (MI, based on WFRP)
  • New Special Character: Alrik Ranulfsson
  • New Special Character: Kazador Thunderhorn
  • New Special Character: Byrrnoth Grundadrakk
  • New Special Character: Kragg the Grim
  • New Special Character: Grombrindal
  • New Special Character: Burlok Damminsson
  • New Special Character: Kadrin Redmane
  • Resolute lets Dwarfs take any break test in the first round of combat on 3D6, disgarding the highest result.
  • Relentless works the same as in 8th ed (always march). While I'd like to give Dwarf players more options to go on the offensive, letting them march faster than Humans probably is not the best way to do it. Due to not being allowed to re-roll marching attempts as easy as in 8th ed, this still means Dwarf players won't lose out too much as they cannot be march-blocked.
  • Shieldwall is no longer an army-wide special rule, it has instead been given to the Ironbreakers to replace gromril shieldwall. It only applies in the first round of combat.
  • Multiple new Runes added from previous editions. Some points adjustsments and tweaks to existing runes.
  • Warriors, Miners, Rangers, Quarellers and Thunderers have light armour by default, can upgrade to medium armour. Longbeards and hammerers start with medium armour, can upgrade to heavy. Pts have been adjusted by 1 pt for this purpose.
  • War machine crews do not have armour by default (as hardly any of the models do). Can upgrade to light armour. Are no longer stubborn.
  • Runesmiths/Runelords counts as a lvl 2/lvl 4 wizard for the purposes of dispelling, meaning you can now channel twice the number of dispel dice and get +1/+2 to dispel on top of the +2 Dwarfs currently have. This means that a Dwarf Runelord is twice as good at dispelling as a normal wizard, giving them a needed boost against magic.
  • Rangers have BS4.
  • Dragon and Daemon Slayers can choose from a multidude of different Slayer skills.
  • Ungrim Ironfirst allows one unit of Slayers to be upgraded to Brotherhood of Grimnir. 
  • Irondrakes have 12" range. 
  • Cinderblast bombs only scatters half the distance on the artillery dice, min range it 5" (thus avoiding situations where the bomb could scatter behind the thrower.
  • Slayers may skirmish.
  • Runesmiths and Runelords starts without armour, can wear up to heavy armour. Runelords have MR (5+), Runesmiths have MR (6+).
  • Thunderbarge uses the bombing run rules for Gyrobombers, have only one cannon, W8, T6. High Flyer rule does not block LoS of other units from moving through it. 275 pts.
  • Deathrollers have W3, 80 pts.
  • Grudgebreaker rolls artillery dice to determine attacks and movement, follows the rules for chariots, 275 pts.
  • Thorgrim Grudgebreaker 500 pts. 
  • Thorek Ironbrow 350 pts.
  • Belegar Ironhammer 290 pts.
  • Thorek does not have MR (4+).
  • Ungrim Ironfist has WS8, medium armour, T, 315 pts.
  • Grimm Burloksson have heavy armour and S4, 95 pts.
  • Josef Bugman have medium armour and S4, restores 1W per turn rather than D3, 170 pts.
  • Removed background on the Shadow of Nagashizzar - this part is never resolved until the End Times, and as such feels unfinished

Overall, I've tried to keep the armour levels on the Dwarfs more WYSIWYG, rather than having all models have heavy armour (as normal warriors just wear a simple chainmail and the new hammerers almost wear complete plate armour) and gromril armour (which only fits a few of the character models). It always struck me as very odd that Josef Bugman with his chainmail shirt would be having just as good an armour save as an Ironbreaker covered in gromril plate.

Anyway, enjoy, and let me know of any bugs and other issues I've missed as usual!

Tuesday, 29 March 2016

Ravening Hordes: Dwarfs out now!

Updated 4/1 with bug fixes and tweaks.

A bit later than planned, blame Easter and my girlfriend (but don't tell her that!) if you must! The Dwarf list does not contain too many changes compared to the official book, which was mostly solid. The biggest changes consist of their army-wide rules, as well as moving gyrocopters to rare to avoid the spam that became prevalent in 8th ed. As a whole, the book might be a little bit weaker than before, but it's also a lot easier to actually get your Dwarfs into combat now. The book also include 4 new units, including some that have been highly requested for years (no, not Bear Riders, those belong to Kislev!).

Download 8th Ed

Download 9th Ed


  • Ancestral Grudge no longer includes a roll - they simply hate O&G and Skaven. Army-wide Hatred against everyone was just too much.
  • Resolute removed.
  • Relentless now allows Dwarfs to march 3x their M value.
  • Dwarf-crafted special rule removed, did not make a lot of sense to begin with since the penalty for Stand and Fire is due to the enemy barring down on you at full speed, not because your weapon is superior.
  • Dwarf handgun added, ignores penalties at long range.
  • Magic Item allowance nerfed to 50/100 pts like other armies.
  • Anvil of Doom 120 pts. 
  • Dwarfs have LA by default.
  • Slayer characters can now take Talismanic Runes.
  • Engineer have LA.
  • Runelords/Runesmith gain +4/+2 to dispel, making runelords more worth taking. Also increased by 40/20 pts.
  • You may not have more units of Longbeards than Warriors.
  • Hammerers 15 pts. Removed Bodyguard.
  • Rangers moved to Special, can skirmish. No longer has crossbows or throwing axes by deafuault.
  • Gyrocopter moved to Rare, 90 pts. Can no longer Vanguard.
  • Gyrobomber is an upgrade to Gyrocopters.
  • Ironbreakers nerfed to Ld9.
  • Irondrakes no longer have Ward saves.
  • Longbeards no longer Immune to Psychology, Immune to Panic instead.
  • Flame Cannon has a range of 12" rather than an unnecessary special rule.
  • New unit: Grudgebringer (steam driven Mo)
  • New Unit: Deathroller (from bloodbowl)
  • New unit: Thunderbarge (Zeppelin)
  • New unit: Doomseeker (skirmishing Slayers from SoC)
  • Cost adjustment for Runes and magic items, Sceptre of Norgrim added. More runes from previous editions are likely to be added in the full book release.